Day 5 - Beneficial and Harmful Effects

Day 5: Beneficial and Harmful Effects

Learning Objectives

Essential Questions

Materials Needed

Vocabulary

Procedure (50 minutes)

Opening (8 minutes)

  1. Review and Connection (3 minutes)

    • Review effects on cognition from previous lesson
    • Connect to today's focus on broader beneficial and harmful effects
  2. Warm-up Activity (5 minutes)

    • Present a familiar computing innovation (e.g., social media)
    • Have students individually list 3 benefits and 3 harms of this innovation
    • Create a class compilation of effects
    • Highlight how the same feature can be seen as both beneficial and harmful

Main Activities (32 minutes)

  1. Structured Debate: Benefits and Harms of Specific Innovations (15 minutes)

    • Divide class into debate teams of 4-6 students
    • Assign each team a computing innovation to debate:
      • Facial recognition technology
      • Self-driving vehicles
      • Social media platforms
      • Smart home devices
      • Educational technology
    • Within each team, half argue for benefits, half argue for harms
    • Teams prepare arguments using a structured template:
      • Intended positive effects
      • Unintended positive effects
      • Intended negative effects
      • Unintended negative effects
    • Conduct mini-debates with teams presenting both sides
    • Class votes on which side made the stronger case for each innovation
  2. Case Studies: Computing Innovations with Mixed Impacts (10 minutes)

    • Present 2-3 detailed case studies of computing innovations with complex impacts
    • For each case study, analyze:
      • Original purpose of the innovation
      • How the innovation is actually used
      • Beneficial effects (intended and unintended)
      • Harmful effects (intended and unintended)
      • Different perspectives of various stakeholders
      • How the innovation has evolved in response to observed effects
    • Discuss how context and perspective influence whether an effect is seen as beneficial or harmful
  3. Group Analysis: Unintended Consequences (7 minutes)

    • In small groups, students analyze a computing innovation for unintended consequences
    • Groups consider:
      • How the innovation is used in ways the creators didn't anticipate
      • Secondary effects that emerge from primary effects
      • How the innovation interacts with existing systems and practices
      • Long-term consequences that weren't immediately apparent
    • Groups share their analyses, focusing on the most surprising or significant unintended consequences

Closing (10 minutes)

  1. Discussion: Maximizing Benefits While Minimizing Harms (5 minutes)

    • Lead a discussion on strategies for addressing mixed impacts:
      • Design choices that can reduce potential harms
      • Policies and regulations to guide use
      • User education and awareness
      • Ongoing monitoring and adaptation
    • Discuss the responsibilities of different stakeholders:
      • Developers and companies
      • Users
      • Policymakers
      • Educational institutions
  2. Exit Ticket: Balanced Analysis (5 minutes)

    • Students write a balanced analysis of a computing innovation's effects
    • Analysis should include:
      • Brief description of the innovation
      • At least two beneficial effects
      • At least two harmful effects
      • Consideration of different perspectives
      • Overall assessment of the innovation's impact
    • Collect analyses before students leave

Assessment

Differentiation

For Advanced Students

For Struggling Students

Homework/Extension

Teacher Notes